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motion-canvas

motion-canvas

github.com/videozeroCreative & media75352 installsUpdated 4w ago
Repository

About motion-canvas

A Motion Canvas skill reference for authors creating animated 2D scenes with its TypeScript libraries. It covers scene composition, reactive signals, shapes, transitions, and rendering-related patterns.

Key features

  1. 01Generator-based animation sequencing
  2. 02Reactive and computed signals
  3. 03Scene hierarchy and node references
  4. 04Shape, path, filter, and gradient tools
  5. 05Scene transitions and timing utilities

Use cases

  1. 01Animating scene elements over time
  2. 02Composing reusable animation sequences
  3. 03Creating transitions between scenes

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/videozero/skills --skill motion-canvas

After installing, type/motion-canvasin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
CAMERA.md
EFFECTS.md
FILTERS.md
FLOW_CONTROL.md
GRADIENTS.md
ICONS.md
LATEX.md
LAYOUT.md
MEDIA.md
PRESENTATION_MODE.md
RENDERING.md
SETUP.md
SOUNDS.md
SPRINGS.md
SVG.md
TRANSFORMS.md
TWEENING.md
TXT.md

Details

From the project README

Motion Canvas

Base Scene Template

import {makeScene2D} from '@motion-canvas/2d';

export default makeScene2D(function* (view) {

});

Generator Functions & Animation Flow

  • function* defines a generator function
  • yield pauses until next frame
  • yield* delegates to another generator (composition)
export default makeScene2D(function* (view) {
  const circle = createRef<Circle>();
  view.add(<Circle ref={circle} width={100} height={100} fill={'red'} />);

  yield* circle().position.x(300, 1);
  yield* circle().position.x(-300, 1);
});

Reusable animation pattern:

function* flicker(circle: Circle, duration: number): ThreadGenerator {
  const colors = ['#e13238', '#e6a700', '#99C47A'];
  for (const color of colors) {
    circle.fill(color);
    yield* waitFor(duration);
  }
}
yield* flicker(myCircle(), 0.5);

Signals System

import {createSignal} from '@motion-canvas/core';

const radius = createSignal(3);

radius();            // Get → 3
radius(5);           // Set → 5
yield* radius(4, 2); // Tween to 4 over 2 seconds

Computed signals:

const area = createSignal(() => Math.PI * radius() * radius());

Signals in JSX:

<Circle width={() => radius() * 2} height={() => radius() * 2} />
yield* radius(200, 1); // Circle updates automatically

Vector signals:

const position = Vector2.createSignal(Vector2.up);
yield* position(Vector2.zero, 1);

Reset to default:

import {DEFAULT} from '@motion-canvas/core';
signal(DEFAULT);             // Instant reset
yield* signal(DEFAULT, 2);   // Tween to default

References (Refs)

createRef (single node):

const circle = createRef<Circle>();
<Circle ref={circle} width={100} height={100} fill={'red'} />
yield* circle().scale(2, 0.3);

makeRef (arrays):

const circles: Circle[] = [];
{range(10).map(index => (
  <Circle ref={makeRef(circles, index)} x={index * 50} width={40} height={40} />
))}
yield* all(...circles.map(c => c.scale(1.5, 0.5)));

createRefMap (keyed):

const labels = createRefMap<Txt>();
<Txt ref={labels.a} text="Label A" />
<Txt ref={labels.b} text="Label B" />
yield* labels.a().text('Updated A', 0.3);

Scene Hierarchy

view.add(<Circle />);               // Add to view
container().add(<Circle />);         // Add to node
container().insert(<Circle />, 0);   // Insert at index
circle().remove();                   // Remove
container().removeChildren();        // Remove all children
circle().reparent(newParent());      // Move to new parent

Z-order: moveUp(), moveDown(), moveToTop(), moveToBottom(), moveTo(2)

Querying:

import {is} from '@motion-canvas/2d';
const textNodes = view.findAll(is(Txt));
const firstCircle = view.findFirst(is(Circle));

Save / Restore State

circle().save(); // synchronous: snapshots the current state
yield* all(circle().position.x(300, 1), circle().scale(2, 1));
yield* circle().restore(1); // Animate back to saved state

Time Events & Waiting

import {waitFor, waitUntil, useDuration} from '@motion-canvas/core';

yield* waitFor(2);                    // Wait 2 seconds
yield* waitUntil('voice-line-2');     // Wait for named event
const dur = useDuration('segment');   // Get event duration

Utilities

Random: useRandom(42) → .nextInt(10, 100), .nextFloat(0, 1) Logging: useLogger() → .debug(), .info(), .warn(), .error(); also debug('msg') Hooks: useScene() → .getSize(); useTime() Range: range(5) → [0,1,2,3,4]; range(2,5) → [2,3,4] Threads:

// Spawn a background thread (do NOT yield — spawn starts it automatically)
const task = spawn(function* () {
  yield* loop(Infinity, function* () {
    yield* circle().rotation(360, 2);
    circle().rotation(0);
  });
});

// Cancel a running thread
cancel(task);

// Wait for a thread to finish
yield* join(task);
spawn(a()); // run a in the background without waiting for it
yield* waitFor(0.5); // wait 0.5s
yield* b(1); // run b

Shape Components

Circle:

<Circle width={200} height={200} fill={'#e13238'} stroke={'#fff'} lineWidth={4}
  startAngle={0} endAngle={270} closed={false} />

Rect:

<Rect width={300} height={200} fill={'#68ABDF'} radius={10} smoothCorners cornerSharpness={0.6} />

Line:

<Line points={[[0,0],[100,100],[200,50]]} stroke={'#fff'} lineWidth={4}
  lineDash={[20,10]} lineCap={'round'} lineJoin={'round'} startArrow endArrow arrowSize={12} />

Polygon:

<Polygon sides={6} size={200} fill={'#99C47A'} />

Grid:

import {Grid} from '@motion-canvas/2d';

<Grid width={'100%'} height={'100%'} stroke={'#333'} lineWidth={1} spacing={80} start={0} end={1} />

Animate with start/end (0-1) for drawing/erasing effects.

Path (SVG path data):

import {Path} from '@motion-canvas/2d';

<Path data={'M 0 -100 L 29 -40 L 95 -31 Z'} stroke={'#e6a700'} lineWidth={3} />

Supports morphing: yield* path().data(newPathData, 1);

Filters

import {blur, brightness, grayscale, sepia, contrast, saturate, hue, invert} from '@motion-canvas/2d';

<Rect filters={[blur(5), brightness(1.5)]} />
yield* rect().filters([blur(0), grayscale(1)], 1); // Animated

See Filters for full details.

Gradients

import {Gradient} from '@motion-canvas/2d';

const grad = new Gradient({
  type: 'linear',
  from: [-100, 0], to: [100, 0],
  stops: [{offset: 0, color: '#e13238'}, {offset: 1, color: '#68ABDF'}],
});
<Rect fill={grad} />

See Gradients for radial and conic types.

Path Components

Ray: <Ray from={[0,0]} to={[300,200]} endArrow /> — animate with start(1,1) / end(0,1) CubicBezier: <CubicBezier p0={..} p1={..} p2={..} p3={..} /> QuadBezier: <QuadBezier p0={..} p1={..} p2={..} /> Spline: <Spline points={[..]} smoothness={0.4} /> — smooth curves; smoothness controls how round the curve is Knot: <Spline><Knot position={[-200,0]} /><Knot position={[0,0]} startHandle={[-50,0]} /><Knot position={[200,0]} /></Spline> — explicit control points with optional handles

Text Rendering

See Txt for full details.

<Txt text={'Hello World'} fontSize={64} fill={'#ffffff'} textWrap={true} />

Custom Components

export class Switch extends Node {
  @initial(false) @signal()
  public declare readonly initialState: SimpleSignal<boolean, this>;

  public constructor(props?: SwitchProps) {
    super({...props});
  }

  public *toggle(duration: number) { /* animation logic */ }
}

Decorators (import from @motion-canvas/2d): @signal(), @initial(value), @colorSignal(), @vector2Signal()

import {Node, NodeProps, initial, signal} from '@motion-canvas/2d';

Scene Transitions

import {slideTransition, fadeTransition, Direction, Origin} from '@motion-canvas/core';
yield* slideTransition(Direction.Left);

All transitions (from @motion-canvas/core):

  • slideTransition(Direction.Left, duration?) — slide in from a direction (or slideTransition(Origin.TopLeft) to slide in from a corner)
  • fadeTransition(duration?) — cross-fade
  • zoomInTransition(area, duration?) — zoom into a BBox area
  • zoomOutTransition(area, duration?) — zoom out from a BBox area
  • waitTransition(duration?) — wait without visual transition

Directions: Direction.Top, Bottom, Left, Right. For diagonals, pass an Origin (Origin.TopLeft, Origin.BottomRight, …).

Add the new scene's content before yield* slideTransition(...); otherwise it pops in after the transition.

Custom:

import {createSignal, useTransition} from '@motion-canvas/core';
const progress = createSignal(0);
// useTransition returns a function that ENDS the transition. It is not a generator.
const endTransition = useTransition(
  ctx => { ctx.globalAlpha = progress(); }, // before the current scene renders
  ctx => { /* before the previous scene renders */ },
);
yield* progress(1, 0.6);
endTransition();

Advanced Patterns

Conditional: if (cond()) yield* a(); else yield* b(); Reactive: <Circle fill={() => val() > 150 ? 'red' : 'blue'} /> State machines: while/switch pattern with enum states

References

  • Setup — Project creation, installation, troubleshooting
  • Flow Control — all, any, chain, delay, sequence, loop
  • Tweening — Property tweens, easing, interpolation
  • Springs — Physics-based spring animations
  • Transforms — Coordinates, positioning, matrix operations
  • Presentation Mode — Slide-based playback
  • Txt — Text rendering, dynamic text, multi-line
  • Layout — Flexbox, cardinal directions, offset
  • LaTeX — Mathematical equations
  • Media — Images, icons, video
  • SVG — Animatable SVG component
  • Icons — Iconify icon usage and catalog
  • Camera — Pan, zoom, follow
  • Filters — blur, brightness, contrast, grayscale, sepia, hue, saturate, invert
  • Gradients — Linear, radial, conic gradient fills
  • Effects — createEffect, createDeferredEffect
  • Rendering — Rendering settings and output configuration
  • Sounds — Programmable sound playback (@alpha)

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